Roundscape Eclipse - Rework Revealed
Hey folks,
It’s finally time to show you what we’ve been working on—our full rework of RS2, reshaped into a proper top-down RPG.
With this post, you’re getting the first deep dive into the new vision for the game. And alongside that, I’m excited to officially announce:
Act One will be fully released later this year.
After that, Act Two will roll out in chunks—just like we did back with Roundscape: Adorevia—so you can expect new content every few months moving forward.
Act One still needs a bit more time in the oven, but things are coming together smoothly. I hope what you see here gives you a clear idea of how far we’ve come.
And to tide you over—Starmaker 1.7 is dropping at the end of this month! Something new to dive into while you wait…
Let’s just say: we hope you like cowprint outfits.
Thanks for sticking with us!
A Game Rewritten
One of our biggest goals with the rework was to make RS2 feel like a true follow-up to Roundscape: Adorevia.
Going top-down helped us get there, but it wasn’t just about the visuals—we’ve also restructured quests and story content to fit the new format.
That means more meaningful choices, branching paths, and just... more of everything.
And since top-down art takes less time than 3D, we can pour that extra effort into what really matters: story, gameplay, and yes—the lewd parts too.
The World of Adorevia
Going top-down has massively boosted our workflow... and that means more content, faster. Even in Act One, you'll explore a wide variety of handcrafted maps:
From the cozy village of Maryton, to the forsaken coastal swamps, the towering Church of the Rose, or the eerie ruins of the fallen city of Vesunna. There’s a lot to discover.
Exploration is a big focus for us.
Because let’s be honest: We love seeing how companions react to strange places, dangerous moments, and the little surprises tucked off the beaten path. We’re building a world that feels alive, and a party that feels things with you.
The first act of Eclipse features three distinct factions.
First, there's the Church of the Rose—strict, powerful, and led by the iron-willed Bishop Katherine. Standing against them are the Wildlings, a loose alliance of orcs, goblins, and outcasts searching for safety in a dying world.
Caught between them is the town of Maryton, a quiet place trying to survive while tensions rise around it.
Who will you stand with? Will you try to make peace where none seems possible? Will you kneel before the Bishop and serve the Church's cause? Or will you fight—and maybe more than fight—alongside the wild orcs and goblins?
Characters & Romances
Act One of Roundscape: Eclipse introduces over 25 characters, each with their own goals, quirks, and stories to tell. You’ll meet fresh faces and a few familiar ones returning from Adorevia. Some changed, some... not so much.
We’re also bringing in over 40 fully animated CG scenes, most with multiple variations—beautifully drawn by Furanh, with real care and attention to detail.
And yes, we’re putting real effort into body variety this time around.
We want Eclipse to feel like a world where all kinds of people exist and connect. Whether it’s a depressed, busty former war general, or a kinky, eccentric goblin tinkerer, there's someone (or something) for every kind of player.
Combat & Customization
Combat is simple, but satisfying. Just click an enemy and your character goes to work—no constant micromanaging. While basic attacks keep the action flowing, you’ll still time your active skills, watch your passives trigger, and adapt as the fight unfolds.
If you’re into games like Dragon Age: Origins or Warcraft 3, you’ll feel right at home. It’s quick, comfy, and easy to pick up—but deep enough to reward smart builds and party synergy.
We’re putting a huge focus on customization.
You’ll choose from 5 Origin Classes, then layer on a main class with 3 subclasses each (coming later in development). That’s a lot of build variety... and it’s not just for the player.
Every companion is fully customizable in how the will approach combat.
Want Miawenys, the curvy elf priestess, to focus on healing and keeping the crew alive? Go for it. Prefer her as a divine artillery cannon who blasts enemies with holy fire? That works too.
Companions act on their own, because they’re not just puppets—they’re your allies. They’ve got personalities, backstories, opinions… and sometimes, their own agenda.
We want combat to feel like an adventure with a living crew.
Traits & Origin Classes
Traits help shape who your character really is... not just what they do, but how they do it.
They unlock special dialogue in key moments. Sometimes that means getting closer to a character faster, other times it leads to tension, or unexpected turns.
Whether you play it sharp, kind, impulsive, stubborn, faithful, or all of the above: Traits let the world react to you.
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Clarity
You catch the details others miss. Truth has a hard time hiding from you.
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Compassion
You care. Maybe too much. But hearts open when yours does.
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Erudition
Brains over blades. You connect the dots before most know there’s a pattern.
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Caprice
Why plan when you can improvise? You chase the moment, not the map.
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Defiance
You dig in when told to kneel. You don't listen to anyone.
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Conviction
Faith of the old gods is carved into your bones. Doubt doesn’t stand a chance.
You’ll also choose an Origin Class. This defines what your character was before the story begins.
Each origin adds its own unique abilities (both active and passive), plus even more custom dialogue throughout the game.
And yep, every origin will get its own dedicated sidequest as development continues. It's not just flavor. It’s part of who your character was.
We hope you enjoyed this first deep dive into Eclipse!
Let us know what you think.
Either here in the comments or over on Discord. We love hearing your thoughts.
Thank you so much for your support and trust.
We’re giving this project everything we’ve got. ❤️